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Interactive Ray Tracing Using the Compute Shader in DirectX 11
| Content Provider | Scilit |
|---|---|
| Author | García, Arturo Ávila, Francisco Murguía, Sergio Reyes, Leo |
| Copyright Year | 2018 |
| Description | Currently, the most widely used technique for real-time 3D rendering is rasterization, mainly because of its low computational cost and the availability of efficient hardware implementations. DirectX and OpenGL are the most common rasterization-based APIs used for high-end video game graphics programming. Rasterization is well suited for handling animated scenes, and no auxiliary data structures are needed to display geometrical changes. On the other hand, ray tracing is traditionally associated with high computational costs, although it could eventually become the video game rendering algorithm of the future as hardware becomes more powerful and ray-tracing techniques grow more sophisticated. Recent advances in ray-tracing engines, acceleration structures, and GPU programmability are making interactive frame rates possible for ray-tracing applications. Book Name: GPU Pro 360 |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2017-0-67835-2&isbn=9781351052108&doi=10.1201/9781351052108-7&format=pdf |
| Ending Page | 140 |
| Page Count | 24 |
| Starting Page | 117 |
| DOI | 10.1201/9781351052108-7 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2018-10-31 |
| Access Restriction | Open |
| Subject Keyword | Book Name: GPU Pro 360 Software Engineering Computational Rasterization |
| Content Type | Text |
| Resource Type | Chapter |